68 lines
2.2 KiB
C#
68 lines
2.2 KiB
C#
using UnityEngine.Rendering;
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namespace UnityEngine.Rendering.HighDefinition
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{
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/// <summary>
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/// Volume component class to inherit when you implement a custom post process
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/// </summary>
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public abstract class CustomPostProcessVolumeComponent : VolumeComponent
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{
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bool m_IsInitialized = false;
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/// <summary>
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/// Injection point of the custom post process in HDRP.
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/// </summary>
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public virtual CustomPostProcessInjectionPoint injectionPoint => CustomPostProcessInjectionPoint.AfterPostProcess;
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/// <summary>
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/// True if you want your custom post process to be visible in the scene view.false False otherwise.
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/// </summary>
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public virtual bool visibleInSceneView => true;
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/// <summary>
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/// Setup function, called once before render is called.
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/// </summary>
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public virtual void Setup() {}
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/// <summary>
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/// Called every frame for each camera when the post process needs to be rendered.
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/// </summary>
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/// <param name="cmd">Command Buffer used to issue your commands</param>
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/// <param name="camera">Current Camera</param>
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/// <param name="source">Source Render Target, it contains the camera color buffer in it's current state</param>
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/// <param name="destination">Destination Render Target</param>
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public abstract void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination);
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/// <summary>
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/// Cleanup function, called when the render pipeline is disposed.
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/// </summary>
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public virtual void Cleanup() {}
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/// <summary>
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/// Unity calls this method when the object goes out of scope.
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/// </summary>
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protected override void OnDisable()
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{
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base.OnDisable();
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CleanupInternal();
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}
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internal void CleanupInternal()
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{
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if (m_IsInitialized)
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Cleanup();
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m_IsInitialized = false;
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}
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internal void SetupIfNeeded()
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{
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if (!m_IsInitialized)
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{
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Setup();
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m_IsInitialized = true;
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}
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}
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}
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}
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